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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2808930 times)

Shooer

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16950 on: January 12, 2016, 02:23:42 am »

Or quickly design a missile FC built to overcompensate their ECM level.
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Micro102

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16951 on: January 12, 2016, 02:38:44 am »

Or quickly design a missile FC built to overcompensate their ECM level.

But he doesn't know how high their ECM level is, so there is risk of over/under compensating.



Speaking of enemy ship design, what are the best ways to get information on enemy ships? I want to know as many details of their missiles and ships as possible.
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Mini

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16952 on: January 12, 2016, 03:21:59 am »

The best way is to board one, because then you get full design details. Salvaging can give you some of the individual components used. Other than that, it's mostly just paying attention and guesstimating.
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palu

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16953 on: January 12, 2016, 11:19:55 am »

Is anyone else getting 500/508 errors on the site?
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Hmph, palu showing off that reading-the-instructions superpower.
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Bastus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16954 on: January 12, 2016, 11:27:13 am »

Sorry if my question seems stupid but are Mining Ships and Fuel Harvesters even woth it? If they are, how do I use them effectively?
The amount of work I had to go through to get a small mining TG start working at an asteroid and then get the minerals back home seemed kinda stupid considering that I could just plunge some automated mines on there and get the whole ordeal completed via mass driver. I mean I didn't even need to transport the stuff myself thanks to the Civilian Corporation.
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Zangi

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16955 on: January 12, 2016, 11:38:17 am »

Sorry if my question seems stupid but are Mining Ships and Fuel Harvesters even woth it? If they are, how do I use them effectively?
The amount of work I had to go through to get a small mining TG start working at an asteroid and then get the minerals back home seemed kinda stupid considering that I could just plunge some automated mines on there and get the whole ordeal completed via mass driver. I mean I didn't even need to transport the stuff myself thanks to the Civilian Corporation.
Fuel Harvesters, yes, if there is a gas giant or super jovian(sp?) full of Sorium.  Other ships can refuel from the harvester, rather then at a planet. 
Basically, it needs:
1. Ship needs Sorium Harvester module
2. Fuel Tanks to fit the extra fuel in, probably the biggest one
3. Designate the ship type as Tanker.  Its a check-box in the top right in the Class Design. Important
4. Just park the harvester at the gas giant/super jovian. (Make sure the gg/sj has Sorium resources first.)

Mining Ships, sure. 
1. Ship needs mining module
2. Designate the planet/astroid/moon/comet with resources as a colony with the add colony button.  Important
3. Park Mining Ship, at new mining colony... and I'll let you figure out how you want to transport the resources.
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Rince Wind

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16956 on: January 12, 2016, 11:41:26 am »

You can't get fuel from gas giants without harvesters. And those don't need much work: design a ship/station, build it and tow it to the planet/let it fly there. Done. Send a tanker every couple years and/or use it as a fuel station.

I don't use asteroid miners very often, but they are usually quicker to relocate than mines. I prefer to use the automines for planets that are unsuitable to colonize. Just send a massdriver there to get the minerals where they need to be.
I think, but I don't have the game right now, that they are also cheaper mineral wise.

I think the mining ships only work on asteroids and comets.
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Flying Dice

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16957 on: January 12, 2016, 11:59:12 am »

Mm, pretty much that. Mining ships are great for systems with a bunch of resource-laden asteroids since such deposits tend to be fairly small, so either you've barely got any automines down or you have to relocate them every month or two.
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Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Shooer

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16958 on: January 12, 2016, 01:06:06 pm »

Or quickly design a missile FC built to overcompensate their ECM level.

But he doesn't know how high their ECM level is, so there is risk of over/under compensating.
As soon as you try and attack a ship with ECM it tells you their level of ECM.
ECM doesn't prevent you targeting them it just prevents you from shooting them with missiles and reduces chance to hit with beam weaponry.

I always spend my starting RP on getting at least level 1 ECM/ECCM.
Spoiler (click to show/hide)
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EuchreJack

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16959 on: January 12, 2016, 04:07:03 pm »

Noticed an alien JG suddenly appear on a previously-explored JP. It was funny, because none of the worlds in either system had had NPRs on them. So I popped back into the system that JP connected to, Alpha Centauri, and found a lovely stable wormhole one jump from Sol, with the point already gated.

I don't even have any warships yet, and my military tech is still pretty pathetic. Time to start cranking out meson FACs and praying. :V
PDCs. You absolutely want PDCs. What I use is one with missiles (15 size 3 missile launchers, or more of you want loads of PYOOM), a PDC with relatively large active sensors in several range bands so your other PDCs can actually fire on enemies bearing down on your home planet, a PDC with low range turreted mesons rated for the highest velocity possible and set to Final Fire mode, and a PDC with some hangars to store fighters planetside. That's my Starters Kit for PDCs at least.
If you're not against using it so late in the game, feel free to use Fast OOB Creation under Spacemaster menu, it has a point-buy display available which basically is supposed to represent how many vessels you were to start with at game-start.

First off you can merge all colony you control and has the same political status IE: Imperial population into a single one! As for the flag bridge it allow you to create a task force on the ship so the bonus follow the fleet.

When you start you only have the starting task force where you assign a commander and all the bonus only applies to the sol system. But if you make a big fleet with dedicated surveyor ( IE you want to survey in a potentialy dangerous system or depending on your game doctrine (Self imposed rules)). As long your ship with the flag bridge is in the same system all task force section will receive their corresponding bonus, suck as fleet initiative, training, fighter reload bonus etc.

Also i wanted for a good time to make a big ass military ship in the 175k tons but since my game was kinda peacefull so far( Cleaned up a star swarm and precursor ), i was holding back due to the massive ressource maintenance sinkhole such a ship would create, then i had a stroke of genius.


I built a PDC with enough hangar capacity to actualy get that behemoth docked and poof no more maintenance, feature? bug? exploit? i dont care. Since fighter that are docked doesnt tick their maintenance clock or use maintenance supplies in minerals i tought eh why not oversize it! Now im gonna have a mothership landed on eartha nd beware the crazy mofo trying to move to sol hahaha!
You can comfortably fluff that as building a facility which can indefinitely sustain a ship's systems without decay or loss of non mundane resources. Hangars are damn expensive per the size of the ship you're trying to accommodate, usually, anyway.

Considering Aurora doesn't have a Mothball feature like in real life, where the ship is shut down and safely stored, I think it is completely fair.
In fact, just label the PDC as a Naval Inactive Ship Maintenance Facility and call it a day.*

*Actually, the term "reserve fleet" is probably more accurate, but reserve fleets don't have an awesome-sounding "facility" attached to them, far as I understand.

Dorsidwarf

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16960 on: January 12, 2016, 04:23:11 pm »

How do I mark individual components as obsolete?
E:got it
« Last Edit: January 12, 2016, 04:56:18 pm by Dorsidwarf »
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BlackHeartKabal

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16961 on: January 12, 2016, 04:46:31 pm »

Spoiler (click to show/hide)
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Graknorke

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16962 on: January 12, 2016, 04:50:12 pm »

VIGILO CONFIDO
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Dorsidwarf

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16963 on: January 12, 2016, 05:17:45 pm »

I've got some fighters in orbit, but the cheeky bastards won't transition to their ground hangar. Any idea why?

Edit: I got the fighters into the PDC, but the damn thing isn't resetting those constantly-ticking maint clocks
« Last Edit: January 12, 2016, 05:22:37 pm by Dorsidwarf »
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coleslaw35

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #16964 on: January 12, 2016, 05:19:32 pm »

Spoiler (click to show/hide)

Nice. Where'd you get that flag and species pic?
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